Cleric

Hellebore Vasilieva's page

130 posts. Organized Play character for Meranthi.


Full Name

Hellebore Vasilieva

Race

HP 22 || AC 17/13/14 || Fort +4, Ref +5, Will +7; +2 vs. mind-affecting || Perc +11 (low-light vision) || Stealth +3 || Speed 30 || Init +3 ||

Classes/Levels

Spells: 3rd 2/2, 2nd 4/4, 1st 5/5 || Active Conditions: mage armor, fly

Gender

N (she/her) elf witch 5 ||

About Hellebore Vasilieva

Female elf witch 5
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
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Defense
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27 (5d6+5)
Fort +4, Ref +5, Will +7; +2 trait bonus against mind-affecting effects
Resist fire 5
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Offense
Speed 30 ft.
Melee cestus +1 (1d4-1/19-20) or longspear +1 (1d8-1/×3)
Ranged mwk underwater light crossbow +6 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks hexes (cackle, evil eye, misfortune, slumber) (DC 18)

Witch Spell-Like Abilities (CL 5th; concentration +13)
At will— feather fall (self only) , fly (self only)
1/day—levitate (self only)

Witch Spells Prepared (CL 5th; concentration +13)
3rd—lightning bolt (DC 19), ward of the season
2nd—euphoric cloud (DC 18), hold person (DC 18), paranoia (DC 18), see invisibility
1st—adhesive spittle (DC 17), ear-piercing scream (2, DC 17), ray of enfeeblement (2, DC 17)
0 (at will)—detect magic, guidance, mending, stabilize
Patron Shadow
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Statistics
Str 9, Dex 16, Con 10, Int 22, Wis 14, Cha 7
Base Atk +2; CMB +1; CMD 14
Feats Accursed Hex, Alertness, Breadth Of Experience, Extra Hex
Traits deathtouched, focused mind
Skills Craft (musical instruments) +16, Heal +6, Intimidate +4, Knowledge (arcana) +16, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +16, Knowledge (local) +8, Knowledge (nature) +16, Knowledge (nobility) +8, Knowledge (planes) +16, Knowledge (religion) +8, Linguistics +7, Perception +11, Profession (All) +4, Sense Motive +4, Spellcraft +14 (+16 to identify magic item properties), Swim +3, Use Magic Device +2; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aklo, Celestial, Common, Elven, Hallit, Shadowtongue, Skald, Sylvan, Undercommon
SQ arcane focus, elven magic, witch's familiar (skunk named Belladonna)
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), wand of cure light wounds (50 charges), wand of ill omen (50 charges), wand of mage armor (50 charges), alchemist's fire (2); Other Gear cestus, longspear, mwk underwater light crossbow, cackling hag's blouse, cloak of resistance +1, headband of vast intelligence +2, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, masterwork backpack, masterwork instrument crafting tools, powder (5), spell component pouch, 6,762 gp, 1 sp, 6 cp
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Special Abilities:

Special Abilities
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Flight (Su) Feather Fall at will; +4 Swim checks. Levitate 1/day.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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Spells and Hexes:

Spells & Hexes
Hexes
Cackle APG
Evil eye APG
Flight APG
Misfortune APG

Spell-Like Abilities
Feather fall
Fly
Levitate

Spells Prepared
Lightning bolt (DC 19)
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
Description
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

Ward of the season
Range touch
Target one creature
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance no
Description
This spell harnesses the power of the seasons to protect the target and grant a number of bonuses. This spell has one of four different effects. The caster of the spell can select any one of the following four effects, but can change the effect as a standard action that reduces the total remaining duration by 1 hour.

Spring: The target is wrapped in light vines, culminating in a crown of bright, beautiful flowers. While the spell remains in effect, the target is immune to bleed effects and regains 1 hit point per round whenever below 0 hit points, as long as the target is still alive. This stabilizes the target. For each hit point restored in this way, the spell’s total remaining duration is reduced by 1 hour.

Summer: The target is surrounded by tiny motes of light. While the spell remains in effect, the target’s base speed increases 10 feet. The target may instead increase its base speed by 30 feet for 1 round by reducing the spell’s total remaining duration by 1 hour.

Fall: A cloak of autumn leaves appears on the target. While the spell remains in effect, the target gains a +2 morale bonus on Fortitude saves. The target can decide to roll twice on any saving throw against disease or poison and take the higher result by reducing the spell’s total remaining duration by 1 hour.

Winter: A flutter of snow and crisp air surrounds the target. While this spell remains in effect, the target automatically succeeds at Acrobatics skill checks made to avoid falling while moving across slick or narrow surfaces. The target can move freely through difficult terrain for 1 round by reducing the spell’s remaining duration by 1 hour. Difficult terrain created by magic affects the target normally.

Euphoric cloud (DC 18)
Range medium (100 ft. + 10 ft./level)
Effect fog spreads in 20-ft. radius, 20 ft. high
Duration 1 round/level
Saving Throw Fortitude negates (see text); Spell Resistance no
Description
You create a bank of fog similar to that created by fog cloud except its vapors are intoxicating. Living creatures in the cloud become fascinated. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on your turn.

Hold person (DC 18)
Range medium (100 ft. + 10 ft./level)
Target one humanoid creature
Duration 1 round/level (D); see text
Saving Throw Will negates; see text; Spell Resistance yes
Description
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Paranoia (DC 18)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Description
The target believes everyone it sees is an enemy. The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally. The target must attempt attacks of opportunity whenever any creature provokes them. Finally, whenever the target is adjacent to two or more creatures, its paranoia overwhelms it, and it takes a –2 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.

See invisibility
Range personal
Target you
Duration 10 min./level (D)
Description
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Adhesive spittle ACG (DC 17)
Range 15 ft.
Target one creature
Duration 1 round/level or until discharged (see text)
Saving Throw Reflex partial; Spell Resistance no
Description
Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Ear-piercing scream UM (2, DC 17)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
Description
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Ray of enfeeblement (2, DC 17)
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes
Description
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Detect magic
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Guidance
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Mending
Range 10 ft.
Target one object up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
Description
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Stabilize
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Wands
Cure light wounds
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text
Description
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Ill omen
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
Description
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Mage Armor
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
Description
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.


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Belladonna
Skunk
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
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Defense
AC 21, touch 14, flat-footed 19 (+4 armor, +2 Dex, +3 natural, +2 size)
hp 13 (1d8-1)
Fort +1, Ref +4, Will +5
Defensive Abilities improved evasion
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Offense
Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2½ ft.; Reach[/b] 2½ ft.
Special Attacks deliver touch spells, musk
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Statistics
Str 3, Dex 15, Con 9, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 8
Feats Weapon Finesse
Skills Craft (musical instruments) +0, Heal +2, Intimidate -1, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge (nature) +2, Knowledge (planes) +1, Linguistics -1, Perception +5, Spellcraft +2, Use Magic Device -1
SQ empathic link
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Special Abilities
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Musk (2/day, DC 13) (Ex) Touch att in 10 ft, nausea d4 rds & sick d4 min (Fort part), on save d4 rd sick.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.